Dominance War II: 2byts


#81

which proportions are off?


#82

Legs look a little short to me, or maybe too thin can’t make up my mind?
Doesn’t bother me enough to stop it looking great though.


#83

the legs do look a little short, maybe it’s the angle but the calves don’t seem to to be long enough?
regardless, what an awesome model and tutorial thread:thumbsup: it’s not my favorite design in the comp (though it is my favorite human design) but it’s certainly the most helpful thread around, so thanks for that. looking forward to more updates


#84

added carbon fiber to the armor…fixed the normals.

still no normal map.

btw: I think what is throwing off the proportions on the leg is actually the texture around the knee area distorting where the knee is. The belt doesnt help either…if i just raise it up a bit i think i can fix it.


#85

Yes i think you right there about the knee’s and the belt. It looks like to the viewer that the belt and the knee’s are in a relaxed free hanging state. Belt should be straight around waist or even if you hanging off the waist I shouldn’t be that low. Great stuff though mate keep the updates coming.


#86

I have not done anything with the head yet.

These are screenshots with normals. :slight_smile:

With textures as well…


#87

doing the emmissive maps…


#88

good model, nice workflow. i definately agree about the porportions being a bit off. if you were to scale the legs up a bit and possibly move the hips up it would drastically make the model better. the body is approx just under 7 heads tall when it should be in between 7 1/2 to 8. the 3/4 view didnt help much w/ my measurement but you can get the picture. i also see sam fisher a lil too much in the concept but its a bit late for that much of a change. good stuff though, keep it up!


#89

Really good. Loved the textures.
But i got to agree that the legs seem a little too short, and thin. Its not on the same proportion that of the torso.


#90

i just did a head test on the proportions…and in an ortho view the character is exactly 7.5 heads high. I will still lengthen it a bit because I am getting a lot of suggestions on that.

Currently I am a bit stuck on the goggles situation…after all that gives it away as coming from SplinterCell. Ever since Double Agent came out there has been talk about making a mod to bring back Chaos Theory Multiplayer, so once Dominance War is finished I want to start organizing some artists together for a project.


#91

Ok, so I took the tubes off the legs…tweaked the glow a bit so it looks like there are particles in the tubes. Added a light on the back…and fixed the spec map. I really like having the skin…one idea though is to show another kind of brightly colored cloth.

Working on the gun atm.


#92

man this is coming along nicely, i may have to take back what i said about him not being one of favorite entries, the glow effect really brings it out:thumbsup:

about the goggles, what if you go back to original design wher you had the the little points over one eye and nothing over the other? i though that looked pretty cool

i was also going to question how stelthy he’d be if he has brightly coloured cloth showing through on his arms, but then i rememberd that he’s also glowing, so i guess it’s a moot point,


#93

Yeah, I decided to go back to the original concept sketch for the head. The tri goggles was just a test to see if it worked but is proving to be to similar to Splinter Cell. I should have the body done very soon.

I added the glow effect for visual style…i felt there needed to be a bit of special eye catching effect to contrast with the predominantly black suit.


#94

started on gun

This is just the base before I sharpen up the edges.


#95

wire, color map, normal map, composite.

At this point i am going to stop on the spy…i have to finish everything by next week. I am going on holidays on the 9th.


#96

Looking great. If you ask me, you gotta have the glowies!

Do you have any tutorials/tips/etc on emissive maps?


#97

just map the glow texture to your incandescence slot of the shader (Maya)

Leave the background black and you do not need any alpha channel.


#98

Thanks, i was wondering the same thing :slight_smile:


#99

yet again, the most helpfull thread in the comp:thumbsup:


#100

I go on holidays in a few days…so I am going to post this in the competition. All i have left is to put him in a pose. I will lose 10 days and wont come back until after the competition :frowning:

Btw. added tazer…which explains the update